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User Rating Comment Status
Jay Moore
United States
Lake Saint Louis
Missouri
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1
Apr 2009*
Nice bits, neat concept, but terrible game design. Not at all intuitive. Way too much luck. It's so easy to get completely hosed, right from the beginning of the game, and be instantly out. Was this playtested? I don't think it was.
2007-10-28*
Prev. Owned
Chris Darden
United States
Lake Saint Louis
Missouri
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1
Aug 2006*
One of the worst/broken games I've ever played. They really botched this one. The decisions you make don't matter, and players get screwed randomly (even at setup). You will deeply regret the purchase of this game, and that's probably why they were giving away so many at Origins.

Contrary to the belief of others who are shilling this one up, this is a completely fair review. This game was fun (in the same way getting kicked in the balls over and over is fun), and was obviously not playtested.
2006-08-14*
John Goewert
United States
St. Louis
Missouri
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1
Jul 2007*
A game so awful that they need to hold you hostage to get you to even play a demo.
2007-07-06*
Paul
Canada
Mississauga
Ontario
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1.5
Nov 2009*
Rated after two plays.
Played in the tournament at GenCon '06 and '07 with the Atlantis expansion.
2008-05-02*
Prev. Owned
Tony M
United States
Warrenville
Illinois
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2
Jul 2006*
not interesting or terribly innovative.
2006-07-07*
Stan Mamula
United States
Pittsburgh
Pennsylvania
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2
Apr 2008*
Rating based on one (and hopefully only) play. Too much randomness and just not very interesting at all. Maybe with a ton of house rules this could be a decent game, but why bother when I can choose a game that is good (and fun) straight out of the box.

Last played: July 2006
2008-04-26*
Throknor
United States
Pittsburgh
Pennsylvania
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2
Sep 2006*
This game seemed the pinnacle of randomness. When will the continents separate? Random. When will your hard-built stack be wiped out be a meteor by another player because you are the only other player on the same continent and not because you did anything to that player all game? Random.

On top of that, the card earning method helps make it that once you are down you will stay down. Unless the meteor hits the card leader; though of course they will be in a better position to survive it.

(Obviously, the cards were against me in the game I played; but all at the table agreed and it will not be coming out again.)
2006-09-06*
Michael Barnes
United States
Decatur
Georgia
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2
Oct 2006*
Oh wow...a lot of really creaky, incongrous Euro/American mechanics come together to form the gaming equivalent of watching the R. Budd Dwyer suicide in slow motion. I really wanted to like this one, but I could barely make it through half a game before it was '86ed by the group. Any game with an evolution theme that doesn't even give your species/people/whatever an identity is missing something pretty critical as far as I'm concerned.
2006-10-01*
Nairb Attobas
United States
Pittsburgh
Pennsylvania
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2
Sep 2006*
I hate this game. I vow to never play this again. I might be inclined towards violence if you even suggest it.

Cute idea. Vile execution.
2006-09-06*
George Heintzelman
United States
Setauket
New York
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2
Sep 2006*
With the amount of pure randomness in this game, strategic choices were non-existent. Many of the power cards are strictly better than others, and setup is pretty random as well. Might as well roll dice.
2006-09-09*
United States
St. Louis
Missouri
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2
Sep 2006*
A truly awful game. Too much luck for a medium weight game. A neat concept to design a game around that winds up being almost totally superfluous. Um...good bits maybe? Run away.
2006-09-17*
Daniel Wilcox
United States
Columbus
Ohio
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2
Dec 2008*
Way to long, Very unbalanced, combat is only "as needed" -it's a passive combat system for a game about dominating the world.... meh.
2007-11-10*
Owned
Joe Peterson
United States
Wildwood
Missouri
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2
Jun 2008*
Confusing rulebook and a bad case of rich get richer. I was out of contention by the third turn due to turn order and a bit of back luck.
2009-08-11
Joe Niezelski
United States
Seymour
Connecticut
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2
May 2011
Awesome concept and board, but I'm not really digging the gameplay.
2008-06-25*
Owned
For Trade
Bill Paradise
United States
Glassboro
New Jersey
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2
Jul 2009*
Traded this away after many attempts at the rules. i just couldn't get into it.
2009-07-25
Prev. Owned
Devon Harmon
United States
Indianapolis
Indiana
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2
Apr 2009*
I got this for free at Origins. All I had to do was play it. After playing it, I don't want to ever again. Set up is random, so you can get screwed in your placement. Not to mention that you pull little chits out a bag to determine what terrain is in the territory you are randomly assigned. There is a chance you can pull terrain that eliminates your guy, giving you less starting units than everybody else. Don't get me wrong, I like randomness in a game (I have rated Talisman a 10), but in this game, it can cripple you from the start. At least the game doesn't take too long to play, which is really the best thing I can say about it.

THe pieces, while plastic, do not fit the theme. You are supposed to be animals or something, but the pieces are little pyramids. The leader figure looks like a modern art sculpture.

On first glance, it looks cool. THe board has these continent pieces that get removed. You can get mutations that give you special abilities in game. The game just falls flat though.

Traded 6-20-08
2008-07-01*
Prev. Owned
Tony Hamen
United States
Austin
Texas
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Music sucks now....
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2
Dec 2010
Read the rules, looks uninteresting.
2010-10-11
Prev. Owned
David Schuth
United States
Indianapolis
Indiana
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2.5
Aug 2007*
They do hold you hostage to make you play the demo. Wasted time at a game convention! Their Pecking Order and Terra Nova are much better games.
2007-08-16*
Mark C
United States
Ypsilanti
Michigan
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2.75
Nov 2014
Had some neat elements at first glance, but far too random or luck driven to get a second play.
2006-07-14*
Monte Lewis
United States
Phoenix
Arizona
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3
Oct 2006*
I nearly died of boredom playing this. Incredibly random, poor rules. Looks nice, but bad execution.
2006-10-17*
Gary Libby
United States
Middletown
Rhode Island
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3
May 2009*
Beautiful pieces, but not so beautiful of a game...
2007-11-14*
Prev. Owned
Beau Bailey
United States
Missoula
Montana
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Why don't you believe me?
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Seriously, I'm a weasel.
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3
Jan 2008*
Crap, read my review.
2008-01-04*
David Laufle
United States
San Ramon
California
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I enjoy games about Stalingrad
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3
May 2009*
Opened but unplayed.
2010-06-25
Prev. Owned
Eric Franklin
United States
Milton
Washington
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He sees you when you're sleeping; he knows when you're awake ...
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He knows if you've been bad or good.
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3
Dec 2007*
Desire to play again: Minimal
2007-12-23*
J. Alan Henning
United States
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3
Feb 2014
Zero-sum competition -- more an area control war-game than evolving species. The rafts / lakes ability ruins the best part of the game -- that the continents drift apart. That species separation should be irrevocable, would make decisions tougher. Didn't really feel like species evolving. Would rather play Evo instead.
2014-02-03
Owned
Ron Olivier, Sr.
United States
North Smithfield
Rhode Island
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3
Oct 2008*
Played once at a game store, did not like the game at all. Really felt like I wasted my time.
2014-01-29
Scott Minkoff
United States
Mansfield
Massachusetts
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Don't you have better things to do?
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Should you be reading this?
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3
Apr 2009*
I traded this heinous wreck of a game away for a friend's old copy of Bang! (etc.).
2009-03-12
Prev. Owned
Andre Metelo
United States
Kennesaw
Georgia
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3
Sep 2008*
Nice bits, graphics, but the mechanics did not click for me. It felt to random, where you just try to make your best play during your turn and hope for the best
2008-08-06*
Louis Sylvester
United States
Lewiston
Idaho
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3
Nov 2009*
Yuck.
2008-09-27*
Prev. Owned
William Simonitis
United States
Rahway
New Jersey
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3
Mar 2009*
Any game with a random starting position that can shaft one or more players is just bad. This game reminds me of a boardgame combination of Risk and Nuclear War, bringing the worst parts of both games into an unenjoyable whole.
2009-03-14
Ray Palmer
United States
Tucson
Arizona
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3
Sep 2009*
Do the folks in your game group feel like they have to play a game to its conclusion despite the fact that no one is really enjoying it? If so you might have had the opportunity to play Conquest of Pangea.

This is a serious stinker of a game. At its heart it's a mutliplayer conflict game realized using an area majority system. Players represent a species. On your turn you use action points to increase your population in an area or expand into a neighboring area. Each area has a population limit and if you want to expand into an area that is at max population you have to attack an opponent's piece in that area. Players play action points and power cards to determine attack and defense strength. The player with the most pieces in an area gets the point card for that area. At the end of the game the player with the most points wins.

It's a super simple expand and conquer game. So how does it rise above being horribly bland? Well, it doesn't, but it sure tries hard and in doing so makes the game worse. The continents move apart at random times making adjacent areas suddenly not adjacent. Players pick power cards at the end of their turns. These cards simply supply extra action points. But they range from weak to powerful so you better pick the right card. Random events take place at the end of each turn and they can be utterly game changing to the point where it almost doesn't matter what you do.

Imagine playing Risk, only at the end of your turn you draw crazy event cards. One event card may say, "Add a unit to your weakest army in North America," or it may say, "Destroy all enemy units in the area of your choice in North America". Now imagine that the weakest player picks the lame event card while the most powerful player picks the card that allows him to gut his competition.

Seriously, if the game is supposed to be about drawing random cards to see what kind of havoc ensues, a la Space Trucker, then why so much focus on expand and conquer? Admittedly memorizing all the cards in the game will give players an idea of when and where bad things may happen. But the game just isn't interesting enough to make me feel like putting in that kind of effort. The game needs a more robust method of fighting the system as well as the other players. But as it stands you just fight the other players and hope the game system doesn't conspire against you.

Mechanically the game doesn't even explore new ground. Trias does an awesome job with the expansion of Pangea concept. Wildlife has a lot of crazy cards and inter-species warfare in prehistoric times. Both of those games are area majority systems, more innovative and much more fun to play.
2010-01-29
Scotty Pruitt
United States
Simpsonville
South Carolina
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3.5
Oct 2006*
What can I say? Hmmmm...

Well, what in the world were they thinking when they put the randomness into the time cards? Talk about randomness for randomness' sake. Sheesh. It doesn't nothing to enhance the game play. It takes control away from the player. We might as well just draw numbers from a hat and see who wins. Setup is random. The game ending condition is random. Uhg.

It does have a few interesting ideas. Ideas surrounded by randomness.
2006-10-19*
W. Eric Martin
United States
Apex
North Carolina
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4
Jun 2009*
While the game as a whole works, Conquest of Pangea has several failings. To start with, initial placement on the board is mostly random. If you’re lucky, you'll own lots of lakes; they’re worth 6 points and harder to attack. If you’re unlucky, the continent will be full and your piece will go under someone else's. The randomness continues with the Time deck because the card effects have widely differing power levels and you have no control over what you draw.

The most serious problem, one that occurred in both a two-player and four-player game, was that the points became evenly distributed among the players and the points leader was whoever went last. Each turn the active player has five power points to spend in addition to all the cards in his hand, and with so much power available, no one ever failed to take control of one or two landscape cards on his turn, so the lead passed from hand to hand to hand. Continents were peeled off every few turns, yet the lead continued to pass clockwise. Your only hope for winning was for the game to end on your turn.

Head to Boardgame News for my complete review.
2006-06-07*
Prev. Owned
Brian Eggert
United States
Piscataway
New Jersey
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4
Mar 2009*
Lighter fare that tries to be a strategy game. Too much luck & a significant start player advantage. It seems like everyone should start with some power cards for defense against the early "unstoppable" attacks. Also, the setup is very random. Some have suggested an alternate game setup where all terrains are placed, then you place starting populations in switchback fashion (like Settlers). With the amount of luck involved with Time Cards, I'm not sure that a more strategic setup would improve the game.
2006-07-04*
Curt Collins
United States
Pittsburgh
Pennsylvania
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4
Jul 2006*
I had been looking at this game and when I got to play it... I'm glad I hadn't paid any money for it. The decisions you make don't really matter too much, your 'power' is almost totally random, and players are screwed over for no particular reason. I enjoyed making fun of the game, but I will most likely never play this again.
2006-07-10*
David Fair
United States
Damascus
MD
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Or maybe PowerGrid?
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Yeah, that's me. Handsome devil, I know.
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4
Jan 2007*
A game with beautiful components, but with very little to offer in the way of gameplay.
2007-01-07*
Chris Tandlmayer
United States
Wilkinsburg
Pennsylvania
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4
Apr 2007*
Traded for Strange Synergy.

Got this one free at Origins '06. Since I won the demo game, I was allowed to compete in a tournament where the winner received $400, so I stuck around Sunday to try my luck. As luck would have it, I ended up drawing both barren placement tiles in the beginning (which has been corrected since then in the rules, along with a number of other problems), leaving me with basically no chance of winning. While being the lame sitting duck player everyone feels bad for is fun, it was really aggravating, especially when a fair amount of money was on the line. Left a sour taste. I haven't played this game much since--I tried it with two players and it wasn't very fun.
2012-04-18
Prev. Owned
Tom
United States
Seattle
Washington
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4
Sep 2013
Traded at Gamestorm.
2008-03-30*
Prev. Owned
Jonathan Brumitt
United States
Edwardsville
Illinois
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4
Mar 2010
I thought it was fun for the first few turns, then I realized the game would just keep going on and on the same way.
2010-03-27
Christine Doiron
United States
Juneau
Alaska
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4
Jun 2008*
We just didn't like it. There were parts of it I thought were cool. The time line mechanic was interesting. But, for the most part we thought it was pointlessly complicated.
2008-06-18*
Andre Metelo
United States
Kennesaw
Georgia
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4
Aug 2008*
It just wasn't that remarkable, and interesting. Not bad, but really it does not give me the "I want to play again feeling"
2008-08-06*
Brett Christensen
United States
Dickinson
North Dakota
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Pat OwlOrbs on the head.
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Rub the wizard! You should probably wash your hands.
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4
Aug 2011
It's just OK. The thing is, if it had more polish it could be a lot better because it has a good flavor.
2009-04-12
Prev. Owned
Tom Vasel
United States
Homestead
Unspecified
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Love Games, Love 'Em!!!
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Check out DiceTower.com!
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4.5
Jul 2011
A lot of good ideas, but it just doesn't come together for a good game. See my review for more details...
2008-01-26*
Prev. Owned
Drew Simon
United States
Corona
California
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4.5
May 2009*
Rating after two plays. Great concept, but game is so-so.
Traded Away Nov. 2006
2008-01-12*
Prev. Owned
And Erickson
United States
Vancouver
Washington
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4.5
Mar 2008*
There's a decent game in here somewhere. Interesting mechanics & nice components, but a badly written rules and maybe a little more luck than necessary hurt my rating. Needs lots of fixing.
2008-03-01*
Rhonda
United States
Avon Lake
Ohio
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5
Jul 2006*
Played a demo at Origins and even though the game looks very nice I had a hard time keeping my interest in playing it. The ADHD kid that jumped into the game at the last minute probably ruined me getting a good impression because it was so painful to play with him.
2006-07-03*
Jason Matthews
United States
Alexandria
Virginia
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5
Jul 2006*
This game will be popular in the "risk is great" circles, but will leave the Eurocrowd a little stale. The board goes to great lengths to allow continents to separate, but then does very little with that mechanic. There is a very uninteresting combat system that harkens to much earlier games like Condottiere or Joan of Arc. Further, if the theme is early tribal man, why do our pieces look like snack huts from Tommorrow Land? Still, it is not without any entertainment value, and if you are looking to move beyond Risk, this might work for you.
2006-07-04*
I legally own hundreds of polyhedral assault dice!
United States
Austin
Texas
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5
Jul 2009*
An unsual sort of conquest game: Players attempt to infilrate as many continents as they can before the supercontinent breaks up. As they do, players struggle to be the dominant species in the various territories. There are no dice, some balancing between playing cards to secure points and using them as bluffs in the occasional battle. Cards representing vast stretches of time (miillions of years) also dispense disasters and windfalls but are directed by the drawing player. Some room for deal-making/negotiation, but this is really more of a euro in play. Once the continents split up, game over, and people total the points of the regions they control. Short and engaging, decent closer/opener, but a bit too dry. PS: If you hate Risk for the luck and rote play, give this one a shot.)
2008-01-09*
Dea Draper
United States
Boise
Idaho
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5
Jun 2007*
Colorful.
2007-06-28*
Tucker Taylor
Canada
New Westminster
British Columbia
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Please wait.
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A woman needs a man like a fish needs a saxophone.
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5
Jan 2008*
Assuming everyone plays moderately well, the winner is the person who takes the last turn.
2008-01-02*

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